Revelations and Disappointments [Fable]
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Aug 28, 2004 05:25
Disappointed? To say I was disappointed would be an understatement. I think disillusioned, dissatisfied, and distraught would be pretty adjectives. But disappointed? That’s not even close to how I feel. I was expecting a game that was no less than 40 hours long. To hear 10-20 is one heck of a shock.
Now, I’m not going to argue with the reviews. Ten hours? Fifteen hours? Six hours? It’s all irrelevant. Two scores over 90% and one score of 8/10 leaves little room to start questioning Fable’s quality. Even if you so wish to call Fable dirt on a disc, the gaming world is already set to laugh at you. But I don’t have a problem with Fable being short but sweet. Reality isn’t the problem as I still plan on buying the game regardless. My disappointment stems from fiction. From what I was hoping Fable would be. And I was hoping it would be EPIC!
Not just epic for a X-Box game, or “this generation†epic, but epic for RPG’s in general. After 102 years in development, I wanted a game that would set the standard for console RPG’s for years to come. I wanted to see an RPG upon which other RPG’s would be compared to and ultimately crushed by. Not based off the mere fact that it’s a good game. Based off the reviews it’s obvious Fable is a good game. But I was hoping it…. no, I wanted it to be more than just a good game. I wanted a classic.
And let me be a little bit clearer before I go on. I wanted Fable to be an instant classic because of how revolutionary it would be. The only problem being… Fable is revolutionary. How many other RPG’s can you get married? Own land? Grow from child to adult? Have your physical appearance affect how NPC’s react to you? Have scars that stay with you forever? NPC’s that will keep a grudge against you? Fable has many revolutionary features, indeed it does.
However, being that Fable can be beaten in 10-20 hours, my fear – my biggest fear – is how fleshed out these revolutionary features are.
You see, all the revolutionary aspects of Fable I want to love are the same aspects I fear I may not get enough of. Aging characters was a feature I was expecting to enjoy the most. But at 10-20 hours, how much of this feature can I really enjoy? Several hours into the game I will already be a teen, and several hours later an adult. My childhood will move by so fast that, much like Michael Jackson, I will never get to enjoy it. I could care little about being a child for a couple days and then growing a goatee and testies overnight. The fact that I got to play as a child isn’t going to make me love my character any more if it’s over in a split second. And I can’t even imagine how such rushed aging will affect the storyline.
Speaking as an aspiring writer, I know damn well I could have packed 20 hours worth of storyline into just your childhood. And easily spent another 20 hours from your teenage years to full adulthood. Could you even imagine how deep of a storyline that would be? The idea alone blows my mind. What you could do with character development, plot twists, NPC interaction, land development, etc…
Imagine you’ve played the game for nearly 18 hours. You’re a young adult now and you’re village gets conquered. For the next five game years of your life you fight to free your village and restore their freedom.
Just the thought alone is making me salivate.
And it could just build from there. You just don’t free your village, but the entire country. A plot twist. The storyline gets deeper. You’re fighting not just for freedom for man, but freedom for all of mankind. You travel from land to land uniting bands of freedom fighters. Growing stronger. Building an army around you. You collect an ancient weapon meant to lay to rest forever and always the evil that plague your land. You fight hard. There you are at the final confrontation. Just you and him. Plot twist. You realize he only grew to power and decimated your lands because of one small mistake you made when you were a child nearly 40 freakin’ hours ago. And how do you defeat? With just a small handful of spells you learned as a child, and mastered 40 hours later, as a full grown adult.
THAT is the type of epic storyline/gameplay I was hoping for.
Now, I don’t know if what I described is even close to the actual storyline of Fable. I’m just merely giving an example of how far BBB could have pushed the limit of creativity. But at 10-20 hours, my gut feeling is telling me this game won’t be as epic as when I first heard about it years ago.
Now, I understand the gameplay can be artificially lengthened through numerous side quests and other ventures. But some of them I just don’t care about… I mean, I really don’t care for. For example, getting married.
It’s cool that you can get married, and I don’t look down or anyone who wishes to spend 20 hours gathering brides from all over the world. Much like how I don’t look down on anyone who plays The Sims. But if the main game is only 10-20 hours, how much time can I waste getting married over and over again? Should I even bother? How is marriage going to affect the gameplay if it affects the gameplay at all? Will my character grow stronger after a night of hot sex? An odd question, yes. But I want marriage to do more than giving me something to do. And what of owning land? How much land can I buy before I’m utterly bored of gathering land?
I think it’s a brilliant idea to allow gamers to continue playing after they’ve completed the main quest. Truly an idea I hope passes on to many other console RPG’s. But without an active storyline to drive me forward, and constantly engage my mind, I don’t see why I would want to. Yeah, if I want storyline I could go read one of the many history books (Read: scrolling text) BBB has implemented into the game. But that’s not storyline to me.
That’s not character development. That’s not a deep and complex plot. Often times it’s not even integral to the main story. All backstory is… is backstory. Backstories aren’t exactly hard to do. Sudeki had a decent backstory, but the main story still sucked. So I’m not impressed with backstory. At least not they way it’s usually used. Now if it was more like Panzer Dragoon Saga (or Orta) where the backstory becomes both a part of the mystique AND part of the main story, you have me hooked. But usually backstory just gives some snippets of the past that doesn’t affect the ongoing storyline much. And it’s already been stated several times that Fable’s storyline is pretty weak. So that’s why I’m not looking forward to reading generic history texts in Fable.
Overall, I’m not trying to bash Fable. As I just read, the game is coming out in less than a month and I’m definitely going to get a pre-order soon. Because (as I can plainly see) Fable is still getting some amazing reviews even at 10-20 hours long. I made this post merely to describe my utter disappointment at what Fable was hyped to be and what Fable actually is.
Not only that, but I wanted to bring attention to just what Fable could have been. How the more revolutionary features of Fable could have been implemented differently and made the game 10x bigger than what it is. Right now, Fable looks to be an amazing game. But I can’t shake the feeling that Fable will only be remembered as the game that could have been.
The One, The only One
- The Lotus One